Adds support for filtering events by type or actor pattern within namespace subscriptions. Key changes: - Add SubscriptionFilter type with EventTypes and ActorPattern fields - Add SubscribeWithFilter to EventBroadcaster interface - Implement filtering in EventBus with full wildcard pattern support preserved - Implement filtering in NATSEventBus (server-side namespace, client-side filters) - Add MatchActorPattern function for actor ID pattern matching - Add comprehensive unit tests for all filtering scenarios Filter Processing: - EventTypes: Event must match at least one type in the list (OR within types) - ActorPattern: Event's ActorID must match the pattern (supports * and > wildcards) - Multiple filters are combined with AND logic This implementation works alongside the existing wildcard subscription support: - Namespace wildcards (* and >) work with event filters - Filters are applied after namespace pattern matching - Metrics are properly recorded for filtered subscriptions Closes #21 Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Aether
Event sourcing primitives for Go, powered by NATS.
Aether provides composable building blocks for distributed, event-sourced systems without imposing framework opinions on your domain.
Why Aether?
Building distributed, event-sourced systems in Go requires assembling many pieces: event storage, pub/sub, clustering, leader election. Existing solutions are either too heavy (full frameworks with opinions about your domain), too light (just pub/sub), or not NATS-native.
Aether provides clear primitives that compose well:
- Event sourcing primitives - Event, EventStore interface, snapshots
- Event stores - In-memory (testing) and JetStream (production)
- Event bus - Local and NATS-backed pub/sub with namespace isolation
- Cluster management - Node discovery, leader election, shard distribution
Built for JetStream from the ground up, not bolted on.
Installation
go get git.flowmade.one/flowmade-one/aether
Requires Go 1.23 or later.
Quick Start
Here is a minimal example showing event sourcing fundamentals: creating events, saving them to a store, and replaying to rebuild state.
package main
import (
"fmt"
"time"
"github.com/google/uuid"
"git.flowmade.one/flowmade-one/aether"
"git.flowmade.one/flowmade-one/aether/store"
)
func main() {
// Create an in-memory event store (use JetStream for production)
eventStore := store.NewInMemoryEventStore()
// Create and save events
// Error handling omitted for brevity
orderID := "order-123"
orderPlaced := &aether.Event{
ID: uuid.New().String(),
EventType: "OrderPlaced",
ActorID: orderID,
Version: 1,
Data: map[string]interface{}{"total": 99.99, "items": 3},
Timestamp: time.Now(),
}
eventStore.SaveEvent(orderPlaced)
orderShipped := &aether.Event{
ID: uuid.New().String(),
EventType: "OrderShipped",
ActorID: orderID,
Version: 2,
Data: map[string]interface{}{"carrier": "FastShip", "tracking": "FS123456"},
Timestamp: time.Now(),
}
eventStore.SaveEvent(orderShipped)
// Replay events to rebuild state
events, _ := eventStore.GetEvents(orderID, 0)
state := make(map[string]interface{})
for _, event := range events {
switch event.EventType {
case "OrderPlaced":
state["total"] = event.Data["total"]
state["items"] = event.Data["items"]
state["status"] = "placed"
case "OrderShipped":
state["status"] = "shipped"
state["carrier"] = event.Data["carrier"]
state["tracking"] = event.Data["tracking"]
}
}
fmt.Printf("Order state after replaying %d events:\n", len(events))
fmt.Printf(" Status: %s\n", state["status"])
fmt.Printf(" Total: $%.2f\n", state["total"])
fmt.Printf(" Tracking: %s\n", state["tracking"])
}
Output:
Order state after replaying 2 events:
Status: shipped
Total: $99.99
Tracking: FS123456
Key Concepts
Events are immutable
Events represent facts about what happened. Once saved, they are never modified - you only append new events.
State is derived
Current state is always derived by replaying events. This gives you a complete audit trail and the ability to rebuild state at any point in time.
Versions ensure consistency
Each event for an actor must have a strictly increasing version number. This enables optimistic concurrency control:
currentVersion, _ := eventStore.GetLatestVersion(actorID)
event := &aether.Event{
ActorID: actorID,
Version: currentVersion + 1,
// ...
}
err := eventStore.SaveEvent(event)
if errors.Is(err, aether.ErrVersionConflict) {
// Another writer saved first - reload and retry
}
Documentation
- Vision - Product vision and design principles
- CLAUDE.md - Development guide and architecture details
License
See LICENSE for details.